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kiranar

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  1. Like
    kiranar got a reaction from Daeglan in Another Character Generator   
    lets try to have it page 504 pop up on 5/4 as it is National Star Wars Day
  2. Like
    kiranar reacted to OggDude in Another Character Generator   
    The pre-release for 2.3.2 is now ready.  You can find it here.  Please run it through its paces and let me know if you find anything that needs changing or fixing.
     
    Pre-Release 2.3.2.0:
    New/Changed Data:
    Added all new information from "Knights of Fate", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    Added rewards to the character generator.  Rewards can cost XP, but can also grant talents, skill ranks, and die modifiers to skills.  The following reward types are supported (found in various sourcebooks):  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Follower, Honored Title, Maker's Mark, Medal of Honor, Military or Civilian Decoration, Proven Expertise, Reputation, and School.  Rewards are not tied to any specific career in order to provide flexibility to the GM. In crafting, a character with the Maker's Mark reward will have the Advantage cost of a chosen improvement lowered by one. Added a Rewards editor to the Data Editor. Modified editors in the Data Editor to add a standard description based on the name and source information for the item being added.  Armor, weapons, gear, and vehicles will use Header 3 for the title, while other items will use Header 4, as is the current standard. Modified the skills pane.  The rank sources have been removed and columns respaced to be less cluttered.  A complete list of rank sources will now appear in a tool tip when you hover over a skill. Restricted ships will now display the restricted symbol after the cost/rarity on the printed sheet. In the Data Editor, the Force Ability editor now supports innate weapons.  Innate weapons configured in this way will show up in a character's weapon inventory when the Force ability is selected. When the Conjure basic Force power ability is selected, two innate weapons will be added to the weapon equipment list: a Basic Conjured Brawl Weapon and a Basic Conjured Melee Weapon.  They can be selected to show on the first page of the character sheet as a reference when a character has the Conjure Force power. Bug Fixes:
    Innate Brawl weapons (such as from a species, gear, or an attachment) were not getting properly combined with the default Unarmed attack.  They now will. When new innate weapons were being added, there was a chance that the "Show" flag would not get properly set on existing innate weapons, or get set on the new innate weapon.  Innate weapon keys are now calculated differently, which should eliminate this issue. Ad hoc (innate) vehicle weapons would be displayed as using personal scale if they were set to planetary scale.  Planetary scale ad hoc weapons will no longer display as personal, while personal ad hoc weapons will continue to properly display as personal. In GM Tools, adversaries with the Flyer ability were always being classified as mounts and being given the mount Flyer talent instead.  This will now only happen if other mount abilities are found, as non-mount adversaries may have the Flyer ability as well. For vehicle weapons, changed weapon descriptions to use proper hyphenated grammar for mounted weapons (i.e., "Forward-Mounted" instead of "Forward Mounted").
     
  3. Like
    kiranar got a reaction from kaosoe in Another Character Generator   
    One thing that could be added is a base profile for the conjure basic powers weapon in melee or brawl form. I made a base profile on the data editor which works for now.
  4. Like
    kiranar reacted to OggDude in Another Character Generator   
    Here's the 2.3.1.1 bug fix.  This has all of my latest bug fixes, which hasn't really changed much in the last month or so (haven't had much time to work on anything).  This will be the only bug fix release for 2.3.1.  2.3.2 will probably just be Knights of Fate, plus anything else that needs fixing that's brought to my attention.
    My FLGS has stopped carrying SWRPG books (boo), but I'm going to be ordering  Cyphers and Masks and Dawn of Rebellion online, so those will be added down the road a bit.  Anyway, here's the latest (link can be found in my Profile/About panel):
    Release 2.3.1.1 Bug Fix:
    The Thisspiasian, Vurk, and Tholothian species had a misspelling for their source.  This has been fixed. In GM Grants, specializations could not be checked.  This has been fixed. When the Tinkerer talent was unselected, items with extra HP's would have all of their attachments removed.  This was by design, but not always needed.  It will now only remove attachments if the new total HP is less than used HP.  And even then, it will remove attachments one at a time until under the proper total, rather than remove everything. The equipment pane and new vehicle dialog in the character generator, and the equipment pane in the add companion dialog, didn't use the source selection from the Options dialog.  They will now respect source selection.  Note this will work only in the character generator, not in the GM Tools. Fixed a potential bug in the translate class where a bad locale ID specified when loading the translation object could cause an exception. Fixed a potential bug in the settings class where a non-existent locale ID would return 0.  It will now default to 1033 (US English).
  5. Like
    kiranar reacted to OggDude in Another Character Generator   
    About the culture info bug... try deleting the settings file found in Users/<login name>/AppData/Roaming/SWCharGen.  I'm not sure what caused the problem, but I believe the locale ID is being set to a value that is not a valid culture in Windows.  I fixed the potential for this bug in a couple of places, so this should not happen again in the next release.
    And for those curious, here's what I've changed so far:
    The Thisspiasian, Vurk, and Tholothian species had a misspelling for their source.  This has been fixed. In GM Grants, specializations could not be checked.  This has been fixed. When the Tinkerer talent was unselected, items with extra HP's would have all of their attachments removed.  This was by design, but not always needed.  It will now only remove attachments if the new total HP is less than used HP.  And even then, it will remove attachments one at a time until under the proper total, rather than remove everything. The equipment pane and new vehicle dialog in the character generator, and the equipment pane in the add companion dialog, didn't use the source selection from the Options dialog.  They will now respect source selection.  Note this will work only in the character generator, not in the GM Tools. Fixed a potential bug in the translate class where a bad locale ID specified when loading the translation object could cause an exception. Fixed a potential bug in the settings class where a non-existent locale ID would return 0.  It will now default to 1033 (US English).
     
  6. Thanks
    kiranar reacted to OggDude in Another Character Generator   
    Version 2.3.1 has been released.  Download links are in my "About Me" page.  Web installs should automatically update.  Note that the files are still copying, so give it about 10-15 min from this post.
     
    Release 2.3.1.0:
    New/Changed Data:
    Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc. Fixed a number of errors for various items and data. For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2.  This has been fixed. For crafting, the Distinctive Style improvement cost 1 advantage instead of 3.  This has been fixed. For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling.  This has been fixed. For crafting, the airspeeder's max altitude should have been 100, not 10 km. Added the "Blaster" category for the Custom Grip attachment. Fixed the name of the Alter Force power's Mastery node. For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames.  This may cause some problems with current crafted vehicles.  If so, please recreate them using the new attachments. For crafting, added two new templates for Powered Melee weapons, one for a cutting-edge weapon, and another for a bludgeoning weapon.  The original entry (without either one) still exists. The text for the Merr-Sonn Model 31 Palm Stunner has been updated to use Stealth, rather than Resilience, for the opposed check, as per F&D errata. The Now the Master talent is now a Force talent, as per F&D errata. The Ion Blaster has been changed to rarity 3 and the Ion quality, rather than Stun (Droid Only). Removed Disorient quality from thermal detonators. Updated many older items to use base mods and other newer features for listed effects.  This will be an ongoing task. Updated many vehicles to fix minor errors in stats, weapons, etc.  This will also be an ongoing task. Updated the documentation PDF to include new features descriptions for version 2.3.1. Added an updated German language file.  This file should be up-to-date as of release 2.3.0, but does not have new phrases added for this release.
    New Features/Enhancements:
    For crafting, added alchemical potions and talismans from "Unlimited Power".  This includes adding Force points to the pool.  Potions and talismans only show up in the Crafting dialog if the character has a Force rating.  Force points show up in pool and in the cost count only if a potion or talisman is being created. Added tinkered items to talent description. All item types (gear, armor, weapons, and vehicles) now support built-in attachments.  Data editors should now support this new feature. For crafting, vehicles now support a "Custom" frame.  This frame can be any vehicle supported by the system.  Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization.  When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain.  When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0.  Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type. Support for crafting-only item descriptors.  Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc.  Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions. The dataset import feature of the Data Editor will now support dataset ZIP archives created with programs that do not include the base directory at the top.  This includes Windows' "Send To Compressed File" and other popular ZIP archivers. Added support for civilian vehicle retrofitting from "Fully Operational".  This comes as a new attachment that can be added to any vehicle (although it is meant for civilian vehicles being retrofitted to use for military purposes).  This attachment will add a hard point to the vehicle, but will also have a degrading effect on the vehicle.  The GM may choose any of the optional mods (or more than one) as an undesired consequence of the hard point upgrade. Added support for civilian refit bases from "Fully Operational".  All base types, except the rebel base, can be upgraded to work as a secret rebel base.  You can optionally conceal up to three civilian refit upgrades.  If your base contains unconcealed civilian refit upgrades, the number of boosts that a character receives to detect rebel activity will be displayed on the base sheet. In the Data Editor, the base upgrade dialog now supports the "Civilian Refit" flag.  Checking this makes the upgrade a refit upgrade for civilian bases.  Refit upgrades make it easier to spot rebel activity at the base, but also makes the upgrade eligible for concealment. GM Grants now supports the Dedication talent.  When Dedication is selected, clicking "Choose" will allow you to choose one characteristic for each rank of Dedication. GM Grants now supports a filter for each grid.  The filter is applied to the name of the appropriate item in the grid. Two new buttons have been added on the GM Grants dialog.  Suspend will save all of your grant changes, but turn off grants temporarily.  You can turn them back on by going back into GM Grants and clicking Grant.  Reset will remove all grants and allow you to start over.  In all cases, hitting Cancel will now revert your grants back to what they were when the dialog was first opened. Bug Fixes:
    If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact.  This was because the two built-in weapons had the same key.  This has been fixed. If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense.  This has been fixed. For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle.  So, certain changes would not always appear after selecting at attachment.  The changes would still be there after vehicle creation, however.  Now, vehicles are always recalculated after adding attachments. Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only). Removed the "()" in weapon descriptions.  This was caused by the new scale description for weapons. Made a number of minor fixes and tweaks. If an external application was used to compress a dataset file, depending on what software was used, the resulting file sometimes had issues during import.  This was due to some ZIP software including the base directory in the archive, while others did not.  Both formats should now work during import. When importing datasets in the Data Editor, if a data set's archive file was created by hand (that is, not using the Data Editor), then depending on the app that was used to create it, there was a chance that it wouldn't be recognized as a dataset.  This is because different ZIP programs use slightly different formats.  This should be fixed now.  However, it's generally a better idea to just use the Data Editor to create your datasets. The tool strip on the Print Preview window was always showing the default Edge of the Empire color.  It will now match the color for the chosen skin.
     
  7. Like
    kiranar got a reaction from Bellona in Another Character Generator   
    I only data imputed what I am using from the mystic and warrior book it is a lot easier than I expected. Just make sure you pay attention to where the links are for the talent trees or the appropriate sizes along with the costs for the force powers then add the descriptions as usual.
  8. Like
    kiranar got a reaction from Daeglan in Another Character Generator   
    I only data imputed what I am using from the mystic and warrior book it is a lot easier than I expected. Just make sure you pay attention to where the links are for the talent trees or the appropriate sizes along with the costs for the force powers then add the descriptions as usual.
  9. Like
    kiranar got a reaction from 09/20/Thanos in Another Character Generator   
    Cant forget Ghosts of Dathomir 
  10. Like
    kiranar got a reaction from Aluthin77 in Another Character Generator   
    May the 4th be with everyone.
  11. Like
    kiranar got a reaction from Nytwyng in Another Character Generator   
    I remember the seeker source book delay it was a trying period especially when I didn't know how to add a tree to the character generator and I was using that books force power.
  12. Like
    kiranar reacted to Split Light in Another Character Generator   
    I understand why one would think that.  Oggdude hasn't posted in quite a while and there's been no updates in a similarly long time.  
    All I can say is, Oggdude has a real life, and doesn't always have time to be on.  It's a volunteer project, and thus we have to accept that there will be long pauses in production.  I don't think the project is dead, but it may be a bit indeterminate amount of time before there's another update, and we must have patience.
  13. Like
    kiranar got a reaction from Nytwyng in Another Character Generator   
    It will be added soon as Oggdude has the time he gets really busy with his job so sometimes books will take a while but it is possible to add the stuff manually to the generator through data editor if you really need something from the book right away. Heck I am sure the Fully Operation book wont be on for a while because it has the new vehicle crafting rules.
  14. Like
    kiranar got a reaction from SacredRebirth in Another Character Generator   
    The major book that will have the most content to add would be Fully Operational for the ship building rules and Dawn of the Rebellion having 9 different trees and who knows how many other things will be added. I wish they would let Oggdude preorder and download a pdf of the books for him to add to the generator, but not release till the books come out for everyone else. 
  15. Like
    kiranar got a reaction from XGrifterX in Another Character Generator   
    The major book that will have the most content to add would be Fully Operational for the ship building rules and Dawn of the Rebellion having 9 different trees and who knows how many other things will be added. I wish they would let Oggdude preorder and download a pdf of the books for him to add to the generator, but not release till the books come out for everyone else. 
  16. Thanks
    kiranar got a reaction from EliasWindrider in Another Character Generator   
    The major book that will have the most content to add would be Fully Operational for the ship building rules and Dawn of the Rebellion having 9 different trees and who knows how many other things will be added. I wish they would let Oggdude preorder and download a pdf of the books for him to add to the generator, but not release till the books come out for everyone else. 
  17. Like
    kiranar got a reaction from jayc007 in Another Character Generator   
    The major book that will have the most content to add would be Fully Operational for the ship building rules and Dawn of the Rebellion having 9 different trees and who knows how many other things will be added. I wish they would let Oggdude preorder and download a pdf of the books for him to add to the generator, but not release till the books come out for everyone else. 
  18. Like
    kiranar got a reaction from kaosoe in Another Character Generator   
    The major book that will have the most content to add would be Fully Operational for the ship building rules and Dawn of the Rebellion having 9 different trees and who knows how many other things will be added. I wish they would let Oggdude preorder and download a pdf of the books for him to add to the generator, but not release till the books come out for everyone else. 
  19. Like
    kiranar got a reaction from Ni Fang in Another Character Generator   
    The major book that will have the most content to add would be Fully Operational for the ship building rules and Dawn of the Rebellion having 9 different trees and who knows how many other things will be added. I wish they would let Oggdude preorder and download a pdf of the books for him to add to the generator, but not release till the books come out for everyone else. 
  20. Like
    kiranar reacted to OggDude in Another Character Generator   
    A new feature in item attachments was causing a crash in the Data Editor when a new attachment was added.  This has been fixed.
      So, next release, it'll go away.
  21. Like
    kiranar got a reaction from Bront in Another Character Generator   
    The error is back it looks to me like someone is DDOSing Oggys download site or the generator is just that good which I figure it is a mixture of the two.
    Good bypass that is working for me is to search then click on the launcher to bypass the download portion it was mention by a few others in the thread I am just reposting it to ease the search process. I am mostly been playing Seeker career togruta which couple are hunter/ataru striker and one is executioner/ataru striker for specializations is the reason for my picture.
    SWCharGenLauncher.exe
  22. Like
    kiranar got a reaction from Absol197 in Another Character Generator   
    On the launcher just click Data folder to bring up the window with all the folders of your data then copy that onto the memory stick simple way to backup which was a good idea on Oggdude's part allowing such an easy backup method.
  23. Like
    kiranar got a reaction from Nytwyng in Another Character Generator   
    what I normally do is copy my files to a memory stick so incase I have to delete and reinstall I just copy and paste everything back into the generator.
  24. Like
    kiranar reacted to OggDude in Another Character Generator   
    Don't be surprised if you can't download the app today.  For some weird reason, I'm seeing over 1500 downloads of the ZIP file for today.  I'm suspicious because I normally get about 200 downloads of it a day.  The three days a couple of weeks ago when bandwidth was last exceeded was due to getting 400+ for each of those days.
    Anyway... I'd rather not up my plan for a couple of anomalous spikes, and, of course, I have no idea why 1500 manual installs were suddenly downloaded today.  Just thought I'd warn everyone.
  25. Like
    kiranar got a reaction from Aluthin77 in Another Character Generator   
    That really helped me out going to spread it to all my friends who use the generator and may not of had time to check the forums.
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